An interesting comment made me think about something. In my other thread. That the perfec strategy must contain a tank.

I was shocked to hear it. Despite all the debate, I always assumed that either damage dealer would be viable. But, what really set me back, was the fact that I couldn't readily disregard it. I couldn't find a real reason for a mage to be used on a perfect strategy. So, here is what I got for and against that assertion.

Mainly, I believe that the perfect strategy will contain 4 minions eventually. Tanks, quite simply, have the most ways to be augmented with multiple minions. They have two EDs DESIGNED with them in mind.

Secondly, NW. Even without USD, all character generate cash. It has to be spent somewhere, and tanks give the most fun, changeable, and important options. Granted, it's a necessity instead of a an option, but hey.

Secondly, there is only ONE way for a tank to be reduced by a mage team, and thats EC. Tanks can hurt each others with axbows and ex. But mages? Can't really hurt tanks while tanks can hurt mages with AMF.

Okay, seems to me the facts are quite obvious as to why mages have it rough now.

So, some solutions.

ED that boosts a mages either A) AMF resistance, or B) Overall power. B is preferred.

Body armor that increases DD (equivalent of DD, and encourages use of mages without tattoos)
Another place to funnel money into for mages.

More spell choices, or create-a-spell. To go further into depth with this:

A mage trains elements instead of just a rote spell. Gives mages alot of fun to see what does what. Train just fire, you get a classic fireball, but train fire and force, you get a FB that only splashes on up to one other minion. Train lots of MM and CoC, and you get a MM direct shot, with some light splash during melee rounds. You could ever add new elements to give mage effects like leech, AC reduction, stat reduction, etc etc. I think (combined with DD boosting ED) you will get some interesting new strategies. I just think that would be fun.

Not staffs, but why not give the tanks a taste of their own medicine. Let mages use weapons (different ones then currently available) But they don't boost DD. Instead, you spell is put into the weapon and then given the + of the weapon. Basically, if I mage chooses, they can go for multiple hits, but give tanks a chance to dodge. Mage DX would be considered at 1/4 of their exp in the DD.

All great ideas, and most brought up before. *smile* Add in NightStrike's ideas as far as weapon upgrade curves and my idea for a hard cap on experience price per spell level, and we're getting somewhere!

Also, beware of ideas that simply make mages another form of tank (e.g. the staff idea). I don't want to be a tank, I want to be a mage.